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Posted
43 minutes ago, Sailing Rebel said:

 

Try enabling Aroused Creatures MCM > Other Settings > Fixes > Use VR Compatibility (Experimental). This attempts to work around a feature of VR that prevents crosshair events firing.

 

Unfortunately, I don't have VR, so I'm not able to properly address VR issues.

 

No luck with Use VR Compatibility (Experimental).
But after a bit more digging I found someone in this thread has already made a patch for vr adding an invite power, that works perfectly for me.
Any future vr users having trouble with the invite hotkey, download the patch, asign a VRIK gesture to cast spell/shout and select invite power as the one to be cast and you're good to go.

 

  • 2 weeks later...
Posted (edited)

yeah this just doesn't work at all for me. pandora or fnis, it doesn't matter, just makes everyone t-pose after I run it. and the animations still don't even get added to the sexlab registry after. 

Edited by thefox8706
Posted
3 hours ago, thefox8706 said:

yeah this just doesn't work at all for me. pandora or fnis, it doesn't matter, just makes everyone t-pose after I run it. and the animations still don't even get added to the sexlab registry after. 

Aroused Creatures does not add any animations to the SexLab registry, so this is likely an issue with the SL or animation pack installations.

 

If there are no errors reported in Pandora, and characters are still t-posing, this will usually indicate incompatible, corrupt, or missing animation files.

 

Uninstall SLAC and delete the download. Ensure that the download folder is excluded in any antivirus apps. Download SLAC again and check that the archive is whole and uncorrupted (right-click > Show More Options > 7-zip > Test archive). Then reinstall, run Pandora, and test again.

  • 2 weeks later...
Posted
1 hour ago, camper228228 said:

i dunno why, but aroused creatures wont show up in mcm, i have all requirements, installed sexlab and enabled creature animations, but nothing(

First thing to do is test in a new game to see if this is an issue with the save.

 

Completely uninstall SLAC and delete the download. Make sure that the download folder, the MO2 instance folders, and the game installation folder are all excluded in any antivirus apps, including Windows Defender. Redownload SLAC, test the archive to ensure that it's whole and uncorrupted (right-click > 7-zip > Test archive), then reinstall it. Test in a new save.

 

There is a long-standing, though rare, bug that can prevent the mod from initialising correctly. Unfortunately, it's not been possible to reproduce this bug in testing, so the root cause has not been identified.

Posted (edited)
21 hours ago, Sailing Rebel said:

First thing to do is test in a new game to see if this is an issue with the save.

 

Completely uninstall SLAC and delete the download. Make sure that the download folder, the MO2 instance folders, and the game installation folder are all excluded in any antivirus apps, including Windows Defender. Redownload SLAC, test the archive to ensure that it's whole and uncorrupted (right-click > 7-zip > Test archive), then reinstall it. Test in a new save.

 

There is a long-standing, though rare, bug that can prevent the mod from initialising correctly. Unfortunately, it's not been possible to reproduce this bug in testing, so the root cause has not been identified.

I tried new game, AC mcm showed up, but right when it initiated i got version warning, something about slac_utility.pex script version does not match the version of slac_config.pex (0/40037)
i re downloaded AC zip file, testet it in 7-zip and got no errors, maybe its some of the other mods incompability, i dont know
edit: also tried starting few new games, and AC mcm not showing up again
another edit: disabled most of the sexlab related mods, left only required, aaaand everything initiated fine, no version error or other crap, now its a long road to find this conflicting mod...
i found it, it was "sexlab sexsound" it causes AC getting errors and shit

 

Edited by camper228228
Posted
5 hours ago, camper228228 said:

I tried new game, AC mcm showed up, but right when it initiated i got version warning, something about slac_utility.pex script version does not match the version of slac_config.pex (0/40037)
i re downloaded AC zip file, testet it in 7-zip and got no errors, maybe its some of the other mods incompability, i dont know
edit: also tried starting few new games, and AC mcm not showing up again
another edit: disabled most of the sexlab related mods, left only required, aaaand everything initiated fine, no version error or other crap, now its a long road to find this conflicting mod...
i found it, it was "sexlab sexsound" it causes AC getting errors and shit

Just did a quick test with SLSS 8.1 and everything seemed to be normal: the SLAC MCM showed up and no script version warnings.

 

The version warning in particular is the key here. It shows that, for some reason, that script is being overridden, deleted, corrupted, or left otherwise inaccessible.

 

If no other mods are overriding the SLAC files, that leaves file corruption, antivirus deleting or quarantining the file, or Windows UAC blocking access to it.

 

Make absolutely sure that nothing involved in modding is installed under Program Files or other protected folders (any folder created by Windows itself).

 

Antivirus can interfere at multiple points. Since the archive appeared normal after download, perhaps the extraction process triggered something.

 

Check that all folders involved in modding are explicitly excluded in any and all antivirus and antimalware apps. Exclude:

  • The downloads folder.
  • The game installation folder.
  • The MO2 installation folder.
  • The MO2 instance folder and the instance base folder if it is separate from the instance folder.

These must be folder exclusions, excluding individual files will not work. Keep in mind that adding exclusions after tool or mod installation like this will not fix any problems that it has already caused.

 

Try extracting the SLAC mod to a safe location, ensure that the script files are all there and not truncated (0 size). Then replace the files in the MO2 mod folder for SLAC with the extracted files.

Posted

i have settings enabled to open dialgoue windows on invites yet when i do the 2 following things will happen
first attempt it will say "creature shows no interest" regardless of what the settings are
2nd attempt will appear to work like normal yet the moment i pick what i want to do and the invite animation plays out it says "creature does not know what to do with you" 
tried it with every dialogue option and animations do work when prompted by defeat or a script froma quest
 

Posted
2 hours ago, GayZHot said:

i have settings enabled to open dialgoue windows on invites yet when i do the 2 following things will happen
first attempt it will say "creature shows no interest" regardless of what the settings are
2nd attempt will appear to work like normal yet the moment i pick what i want to do and the invite animation plays out it says "creature does not know what to do with you" 
tried it with every dialogue option and animations do work when prompted by defeat or a script froma quest
 

It's a complicated stack of conditionals at work there, so something is likely going awry.

 

Would you be able to provide a papyrus log with the Aroused Creatures MCM > General Settings > Debug option enabled?

 

The "shows no interest" message is related to arousal, which can change from moment to moment.

 

The "creature does not know what to do with you" message indicates that the SexLab animation startup failed. A papyrus log might help narrow down what's happening there.

Posted

Hello, I keep getting a bug with the struggle bar. It seems too automatically struggle out of any scene if the option is on. If you know, what could be a cause of this? I don't want to leave the option turned off because I want me to be able to struggle out of getting R*ped by a creature, but it doesn't even let it play out.

Posted
1 hour ago, Scarlet Queen said:

Hello, I keep getting a bug with the struggle bar. It seems too automatically struggle out of any scene if the option is on. If you know, what could be a cause of this? I don't want to leave the option turned off because I want me to be able to struggle out of getting R*ped by a creature, but it doesn't even let it play out.

If I am understanding this, if struggle is enabled, it always automatically succeeds without input?

 

Make sure the Stamina Damage Value is 4 and Stamina Damage Multiplier is 1.0.

 

Save your current Aroused Creatures profile and load the default profile. If that works, then there is likely something in the configuration that is causing this. Reload your profile and see if you can find what settings are different.

 

Perhaps another mod is interfering with the inputs. Try changing the struggle keys to something else.

 

Otherwise, we'll need to see a papyrus log with the Aroused Creatures > General Settings > Debug option enabled.

Posted (edited)
On 9/23/2025 at 2:55 PM, Sailing Rebel said:

It's a complicated stack of conditionals at work there, so something is likely going awry.

 

Would you be able to provide a papyrus log with the Aroused Creatures MCM > General Settings > Debug option enabled?

 

The "shows no interest" message is related to arousal, which can change from moment to moment.

 

The "creature does not know what to do with you" message indicates that the SexLab animation startup failed. A papyrus log might help narrow down what's happening there.

there you go, i got no idea what any of it means tho

 

auto engagements also don't seem to work, at all

Papyrus.0.log

Edited by GayZHot
Posted
2 hours ago, GayZHot said:

there you go, i got no idea what any of it means tho

 

auto engagements also don't seem to work, at all

SLAC is not throwing any errors there, so the installation seems okay, but it doesn't look like the invite key was used in the log.

Posted
12 minutes ago, Sailing Rebel said:

SLAC is not throwing any errors there, so the installation seems okay, but it doesn't look like the invite key was used in the log.

i used a stray dog that time but same outcome as using the invite key
i also don't get why auto engagements aren't working

Posted
1 hour ago, GayZHot said:

i used a stray dog that time but same outcome as using the invite key
i also don't get why auto engagements aren't working

According to that log, it was active for about two minutes, and all SLAC did was initialise - there's no debug output for any activity. Are you sure that Aroused Creatures > General Settings > Debug option was enabled?

Posted
17 hours ago, Sailing Rebel said:

According to that log, it was active for about two minutes, and all SLAC did was initialise - there's no debug output for any activity. Are you sure that Aroused Creatures > General Settings > Debug option was enabled?

here is the log with it enabled after a few minutes of playing with the hotkey also used

Papyrus.0.log

Posted
3 hours ago, GayZHot said:

here is the log with it enabled after a few minutes of playing with the hotkey also used

It looks like there may be some script lag involved here that is slowing down processing of the invite and confusing things. After the initial invite input is used, another is triggered four seconds later, but the initial invite is still being processed.

 

It appears that some mods have been removed or replaced mid-game (a lot of missing properties and mismatched script instances), and there is at least one mod "kgbard" that is thrashing quite hard. This may be contributing to the issue.

 

This is not to say that SLAC is not at fault here too. But it's hard to tell under the circumstances. I suspect the delay might be raising a race condition with invite and alias auto-clearing that is supposed to keep things tidy.

 

One thing to try is to go into first person and invite a creature (preferably one standing still), and keep the crosshair over it for the next ten seconds. Looking away from a creature causes SLAC to check the actor to see if they are trying to start dialogue and bump them out to prevent an annoying force greet loop. This removal may be conflicting with the delayed invite process and resulting in the unexpected results.

 

If this is the case, I'll need to revisit the invite/dialogue process and see if there is any way to mitigate it.

Posted (edited)
38 minutes ago, Sailing Rebel said:

It looks like there may be some script lag involved here that is slowing down processing of the invite and confusing things. After the initial invite input is used, another is triggered four seconds later, but the initial invite is still being processed.

 

It appears that some mods have been removed or replaced mid-game (a lot of missing properties and mismatched script instances), and there is at least one mod "kgbard" that is thrashing quite hard. This may be contributing to the issue.

 

This is not to say that SLAC is not at fault here too. But it's hard to tell under the circumstances. I suspect the delay might be raising a race condition with invite and alias auto-clearing that is supposed to keep things tidy.

 

One thing to try is to go into first person and invite a creature (preferably one standing still), and keep the crosshair over it for the next ten seconds. Looking away from a creature causes SLAC to check the actor to see if they are trying to start dialogue and bump them out to prevent an annoying force greet loop. This removal may be conflicting with the delayed invite process and resulting in the unexpected results.

 

If this is the case, I'll need to revisit the invite/dialogue process and see if there is any way to mitigate it.

well thats the invite section (i did use the hotkey mulitple times btw) but it still doesn't explain why auto engagements don't work either, they are enabled and arousal is set fairly low but they still never happen

also even with the invite just pressed once or just talking to an animal via the dialogue window doesn't work
seemingly the creature never "shows interest" unless i press the puppeting hotkey (N) but then the animals never "know what to do with you"

 

Edit: the ingame console keeps saying that whatever animal i invite "failed creature test"

 

Edit 2: the ingame console also says that slac is blocking every animal i press invite on, however all of them are allowed in settings

Edited by GayZHot
Posted

i think the issue is that SLAC or my game in general- doesn't see/accept creatures as creatures, ever animal always fails the "creature test" and even with auto engagement arousal set to 1 and standing in the middle of a bunch of animals the scans never find any animal anywhere

 

Posted (edited)

for some reason, and i have no clue why both invite and auto engagement worked this time as seen in this log after around the 4th try on the invite button

Papyrus.0.log
but it still says "failed creature test" and even "failed auto engagement test"

Edited by GayZHot
Posted (edited)
9 hours ago, GayZHot said:

for some reason, and i have no clue why both invite and auto engagement worked this time as seen in this log after around the 4th try on the invite button

Papyrus.0.log
but it still says "failed creature test" and even "failed auto engagement test"

The "failed creature test" is a generic indicator that a creature was rejected because of a specific situation. Usually you will see this in auto-engagement logging following a matching entry with the reason for the rejection:

Quote

[09/26/2025 - 02:58:14PM] [slac] Horse (0/2) [00068D74] failed creature test: engaged
[09/26/2025 - 02:58:14PM] [slac] Horse (0/2) [00068D74] (male) failed automated engagement test 0.736023 secs

The codes we are seeing here are to be expected. "Engaged" means already animating, or otherwise aliased in a SexLab scene. "Invite" means the creature is currently being invited, either directly or through dialogue, or is in the process of spinning up an SL animation after an invite.

 

You also see "failed creature test" for suitors, which can be ignored (it's doing the same thing for the same reasons but with less log feedback).

 

These failures will be listed on the Help page to help track what's happening.

 

There is a SLAC-related error that I've not seen before:

Quote

[09/26/2025 - 02:54:50PM] error: Argument variable "::SortActors_var" was not successfully looked up
stack:
    [SexLabThread00 (18061EEF)].sslthreadcontroller.SetAnimation() - "sslThreadController.psc" Line 729
    [SexLabThread00 (18061EEF)].sslthreadcontroller.FireAction() - "sslThreadController.psc" Line 50
    [SexLabThread00 (18061EEF)].sslthreadcontroller.Action() - "sslThreadModel.psc" Line 2376
    [SexLabThread00 (18061EEF)].sslthreadcontroller.OLD_StartThread() - "sslThreadModel.psc" Line ?
    [SexLabThread00 (18061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
    [slac_Utility (57003322)].slac_utility.startCreatureSex() - "slac_Utility.psc" Line 3112
    slac_TopicCreaturePCAggressive.Fragment_0() - "slac_TopicCreaturePCAggressive.psc" Line 34 

Which version of SexLab are you using, and is anything overriding the SL files?

Edited by Sailing Rebel
Posted
1 hour ago, GayZHot said:

one you haven't seen before?
isn't that a bit uh, much considering you made the thing?

does it tell you anything?

The error is generated by the sslThreadController.psc SexLab script, which is why the SL version or any overriding patches might be important. I've not been able to reproduce this is testing with regular, unpatched SL or SLP+. So something different is happening in this game.

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